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music.asm
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music.asm
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; Overworld music tracks, indexed by map index
OverworldMusicTracks::
db $06, $06, $06, $06, $06, $06, $06, $06, $06, $06, $06, $06, $06, $06, $06, $06
db $06, $06, $06, $06, $06, $06, $06, $06, $06, $06, $06, $06, $06, $06, $06, $06
db $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05
db $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05
db $09, $09, $09, $09, $05, $05, $05, $05, $05, $05, $05, $05, $08, $08, $08, $08
db $09, $09, $09, $09, $05, $05, $05, $05, $05, $05, $05, $05, $08, $08, $08, $08
db $09, $09, $09, $09, $05, $05, $05, $05, $05, $05, $05, $05, $08, $08, $08, $08
db $09, $09, $09, $09, $05, $05, $05, $05, $05, $05, $05, $05, $08, $08, $08, $08
db $09, $04, $04, $04, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05
db $04, $04, $04, $04, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05
db $04, $04, $04, $04, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05
db $04, $04, $04, $04, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05
db $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $0B, $0B, $05, $05
db $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $0B, $0B, $05, $05
db $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05
db $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05, $05
; Music tracks for inside houses, indexed by map index
HouseMusicTracks::
db $14, $15, $16, $17, $4B, $58, $5B, $5A, $12, $61, $26, $26, $26, $26, $07, $02
db $0A, $26, $0A, $53, $13, $3E, $1F, $00, $00, $00, $00, $00, $00, $0A, $48, $26
; Whether a music track has precedence over the Power-Up music, indexed by track id
MusicOverridesPowerUpTrack::
db $00, $00, $01, $00, $01, $00, $00, $01, $00, $00, $01, $01, $01, $00, $01, $00
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $01, $00, $01, $00
SelectMusicTrackAfterTransition::
ldh a, [hFFBC] ; $4146: $F0 $BC
and a ; $4148: $A7
jr z, .noPendingGameplayTransition ; $4149: $28 $04
; Gameplay transition is pending:
; clear the transition flag and return.
xor a ; $414B: $AF
ldh [hFFBC], a ; $414C: $E0 $BC
ret ; $414E: $C9
.noPendingGameplayTransition
; If wDidFindSword == 0, use adventure start music
ld d, $1D ; $414F: $16 $1D
ld a, [wDidFindSword] ; $4151: $FA $4E $DB
and a ; $4154: $A7
jp z, .clearEventFlagsAndLoadSoundtrack ; $4155: $CA $A2 $41
; Lookup the music to use
; d = OverworldMusicTracks[hMapIndex]
ldh a, [hMapIndex] ; $4158: $F0 $F6
ld e, a ; $415A: $5F
ld d, $00 ; $415B: $16 $00
ld hl, OverworldMusicTracks ; $415D: $21 $00 $40
add hl, de ; $4160: $19
ld d, [hl] ; $4161: $56
ld a, d ; $4162: $7A
; Clear hNextMusicTrack
xor a ; $4163: $AF
ldh [hNextMusicTrack], a ; $4164: $E0 $B1
; If wActiveRoom == 0, skip further code and load the soundtrack
ld a, [wActiveRoom] ; $4166: $FA $A5 $DB
and a ; $4169: $A7
jr z, .clearEventFlagsAndLoadSoundtrack ; $416A: $28 $36
; If a boss was just defeated, load specific music
ld d, $18 ; Siren Instrument Calling music ; $416C: $16 $18
ld a, [wBossDefeated] ; $416E: $FA $6C $D4
and a ; $4171: $A7
jr nz, .loadSoundtrack ; $4172: $20 $32
; Set a depending on the tileset
ldh a, [hMapTileset] ; $4174: $F0 $F7
cp MAP_TILESET_SPECIAL ; $4176: $FE $FF
jr nz, .tilesetNotFF ; $4178: $20 $04
ld a, $09 ; $417A: $3E $09
jr .tilesetDone ; $417C: $18 $0E
.tilesetNotFF
; If using the houses tileset…
cp MAP_TILESET_HOUSE ; $417E: $FE $10
jr nz, .tilesetDone ; $4180: $20 $0A
; … and the map is $B5 (Photo Shop)…
ld d, a ; $4182: $57
ldh a, [hMapIndex] ; $4183: $F0 $F6
cp $B5 ; $4185: $FE $B5
ld a, d ; $4187: $7A
jr nz, .tilesetDone ; $4188: $20 $02
; … use same music than for map $0F (Trendy Game)
ld a, $0F ; $418A: $3E $0F
.tilesetDone
; music id = HouseMusicTracks[a]
ld e, a ; $418C: $5F
ld d, $00 ; $418D: $16 $00
ld hl, HouseMusicTracks ; $418F: $21 $00 $41
add hl, de ; $4192: $19
ld d, [hl] ; $4193: $56
; If $FFF9 != 0 and a <= $0A…
ldh a, [$FFF9] ; $4194: $F0 $F9
and a ; $4196: $A7
jr z, .loadSoundtrack ; $4197: $28 $0D
ld a, e ; $4199: $7B
cp $0A ; $419A: $FE $0A
jr nc, .loadSoundtrack ; $419C: $30 $08
; …force sountrack_id to $21
ld a, $21 ; $419E: $3E $21
jr .loadSoundtrackFromA ; $41A0: $18 $05
.clearEventFlagsAndLoadSoundtrack
; Clear wBossDefeated
xor a ; $41A2: $AF
ld [wBossDefeated], a ; $41A3: $EA $6C $D4
.loadSoundtrack
ld a, d ; $41A6: $7A
.loadSoundtrackFromA
; Set overworld soundtrack
ld e, a ; $41A7: $5F
ld d, $00 ; $41A8: $16 $00
; $FFB0 = soundtrack id
ldh [$FFB0], a ; $41AA: $E0 $B0
call SetWorldMusicTrack ; $41AC: $CD $C3 $27
; If soundtrack id <= $24…
ld a, e ; $41AF: $7B
cp $25 ; $41B0: $FE $25
jr nc, .mayUsePowerUpMusic ; $41B2: $30 $08
; … and MusicOverridesPowerUpTrack[soundtrack_id] == 1…
ld hl, MusicOverridesPowerUpTrack ; $41B4: $21 $20 $41
add hl, de ; $41B7: $19
ld a, [hl] ; $41B8: $7E
and a ; $41B9: $A7
; … the map-defined music has precedence over
; the power-up music.
jr nz, .return ; $41BA: $20 $13
.mayUsePowerUpMusic
; If Link currently has no power-up, return
ld a, [wActivePowerUp] ; $41BC: $FA $7C $D4
and a ; $41BF: $A7
jr z, .return ; $41C0: $28 $0D
; Replace the current music by the power-up music
ld a, $49 ; Piece of Power / Accorn ; $41C2: $3E $49
ld [wWorldMusicTrack], a ; $41C4: $EA $68 $D3
ldh [$FFBD], a ; $41C7: $E0 $BD
ldh [$FFBF], a ; $41C9: $E0 $BF
xor a ; $41CB: $AF
ld [$C1CF], a ; $41CC: $EA $CF $C1
.return
ret ; $41CF: $C9